// Start is called before the first frame update void Start() { OwnerScript = this.gameObject.GetComponent <EnemySet> (); Player = GameObject.Find("Player"); anim = this.gameObject.GetComponent <Animator> (); nav = this.gameObject.GetComponent <NavMeshAgent> (); }
// Start is called before the first frame update void Start() { Player = GameObject.Find("Player"); PlayerStatus = Player.GetComponent <Status> (); OwnStatus = GetComponent <EnemySet> (); anim = GetComponent <Animator> (); }
// Start is called before the first frame update void Start() { nav = GetComponent <NavMeshAgent> (); anim = GetComponent <Animator> (); PlayerStatus = GameObject.Find("Player").GetComponent <Status> (); MainScript = GetComponent <EnemySet> (); Player = GameObject.Find("Player"); anim.SetBool("Break", true); }
private void Update() { float worldSpawnLine = spawnAnchor.position.y + spawnLine; if (nextSpawnPosition.y < worldSpawnLine) { EnemySet enemySet = GetEnemySet(nextSpawnPosition.y); Instantiate(enemySet.RandomChoice(), nextSpawnPosition, Quaternion.identity); nextSpawnPosition = GenerateSpawnPosition(); } }
private void NextSet() { currentSetNumber++; if (currentSetNumber - 1 < currentWave.enemySets.Length) { currentEnemySet = currentWave.enemySets[currentSetNumber - 1]; enemiesRemainingToSpawn = currentEnemySet.enemyCount; enemiesRemainingAlive = currentEnemySet.enemyCount; _canSpawn = true; } }
public async Task <IActionResult> OnGetAsync(int?id) { if (id == null) { return(NotFound()); } EnemySet = await _context.EnemySets.FindAsync(id); if (EnemySet == null) { return(NotFound()); } return(Page()); }
private void Awake() { // ! gameCtrl.Init is just here while building levels, so we don't need to go through PreGame during testing. // Once game is ready to ship, delete it. items = Resources.Load <ItemBaseSet>("ScriptableObjects/SpriteSets/ItemBaseSet"); enemies = Resources.Load <EnemySet>("ScriptableObjects/SpriteSets/EnemySet"); spriteTossableSet = Resources.Load <SpriteTossableSet>("ScriptableObjects/SpriteSets/SpriteTossableSet"); holdWeight = Resources.Load <ScriptableInt>("ScriptableObjects/weightHeldObj"); mousePos = Resources.Load <ScriptableVector2>("ScriptableObjects/v2_mouseWorldPos"); levelMsg = Resources.Load <StringParamEvent>("ScriptableObjects/Events/WithParam/Str_AnyMsg"); WaterSurfaceYPos = (waterObj.transform.position.y + (waterObj.GetComponent <Game2DWater>().WaterSize.y * 0.5f)); gameCtrl.Init(); }
// To protect from overposting attacks, see https://aka.ms/RazorPagesCRUD public async Task <IActionResult> OnPostAsync() { var emptyEnemySet = new EnemySet(); if (await TryUpdateModelAsync <EnemySet>( emptyEnemySet, "enemyset", // Prefix for form value. d => d.Name, d => d.Description)) { _context.EnemySets.Add(emptyEnemySet); await _context.SaveChangesAsync(); return(RedirectToPage("./Index")); } return(Page()); }
private void Awake() { _enemies = ScriptableObject.CreateInstance <EnemySet>(); _renderer = GetComponent <SpriteRenderer>(); _collider = GetComponent <BoxCollider2D>(); foreach (Enemy enemy in GetComponentsInChildren <Enemy>(true)) { _enemies.Add(enemy); } if (GetComponentInParent <LianaSeamless>()) { return; } GameManager.Instance.RegisterForRespawn(gameObject); }
/// <summary> /// Read enemylist.csv to construct EnemyInstances. /// </summary> private void ReadEnemyInstancesFromFile() { EnemySet enemySet = Properties.Resources.EnemySet.Deserialize <EnemySet>(); foreach (Enemy enemy in enemySet) { EnemyInstance enemyInstance = new EnemyInstance( Convert.ToInt32(enemy.Index, 16), Convert.ToInt32(enemy.StageNumber, 16), Convert.ToInt32(enemy.RoomNumber, 16), Convert.ToInt32(enemy.ScreenNumber, 16), enemy.IsActive, Convert.ToInt32(enemy.EnemyId, 16), Convert.ToInt32(enemy.PositionX, 16), Convert.ToInt32(enemy.PositionY, 16), Convert.ToInt32(enemy.PositionAir, 16), Convert.ToInt32(enemy.PositionGround, 16), enemy.FaceRight); EnemyInstances.Add(enemyInstance); } }
IEnumerator Spawn() { // Incriment enemy count first!!! foreach (EnemySet enemySet in enemySets) { GameLogic.EnemyCount += enemySet.count; } GameObject[] spawns = GameObject.FindGameObjectsWithTag("SpawnPoint"); while (true) { if (enemySets.Count == 0) { break; } int setIndex = Random.Range(0, enemySets.Count); EnemySet enemySet = enemySets[setIndex]; int spawnIndex = Random.Range(0, spawns.Length); Vector2 center = spawns[spawnIndex].transform.position; Vector2 offset = Random.insideUnitCircle * (spawns[spawnIndex].transform.localScale.x / 2.0f); GameObject obj = (GameObject)GameObject.Instantiate(Resources.Load(enemySet.enemy), center + offset, Quaternion.identity); obj.GetComponent <Enemy>().Reset(enemySet.value); --enemySet.count; if (enemySet.count == 0) { enemySets.RemoveAt(setIndex); } yield return(new WaitForSeconds(0.08f)); } waveComplete = true; }
private void Awake() { enemies = Resources.Load <EnemySet>("ScriptableObjects/SpriteSets/EnemySet"); enemies.Add(this); }
void FindClosetEnemy() { float distanceToCloseEnemy = Mathf.Infinity; EnemySet ClosetEnemy = null; allEnemies = PlayerStatus.EnemyNear; foreach (EnemySet CurrentEnemy in allEnemies) { float distanceToEnemy = Vector3.Distance(CurrentEnemy.transform.position, Player.transform.position); if (distanceToEnemy < distanceToCloseEnemy) { distanceToCloseEnemy = distanceToEnemy; ClosetEnemy = CurrentEnemy; } float Distance = Vector3.Distance(Player.transform.position, ClosetEnemy.transform.position); if (distanceToCloseEnemy < 20) { if (PlayerStatus.LockCloset == true) { if (LastClosetEnemy != null) { Vector3 ClosetPos = new Vector3(LastClosetEnemy.gameObject.transform.position.x, LastClosetEnemy.gameObject.transform.position.y + 1, LastClosetEnemy.gameObject.transform.position.z); transform.position = ClosetPos; transform.rotation = ClosetEnemy.transform.rotation; CurrentTarget = ClosetEnemy.gameObject; } } else { transform.position = new Vector3(allEnemies [PlayerStatus.EnemyCount].transform.position.x, allEnemies [PlayerStatus.EnemyCount].transform.position.y + 1, allEnemies [PlayerStatus.EnemyCount].transform.position.z); transform.rotation = allEnemies [PlayerStatus.EnemyCount].transform.rotation; CurrentTarget = allEnemies [PlayerStatus.EnemyCount].gameObject; } if (CameraSelect.GetComponent <SelectCamera> ().CurrentCamera == CameraAim.gameObject && Player.GetComponent <MovementController> ().lockTarget == true) { if (PlayerStatus.LockCloset == true) { if (LastClosetEnemy == null) { LastClosetEnemy = ClosetEnemy.gameObject; } else { if (distanceToEnemy > 20) { LastClosetEnemy = null; CameraSelect.GetComponent <SelectCamera> ().CurrentCamera = GameObject.Find("Player Camera").gameObject; Player.GetComponent <MovementController> ().lockTarget = false; } } } else { LastClosetEnemy = null; } } if (distanceToCloseEnemy <= 20 && Player.GetComponent <MovementController> ().InBattle == false) { Player.GetComponent <MovementController> ().InBattle = true; } if (CameraSelect.GetComponent <SelectCamera> ().CurrentCamera == CameraAim.gameObject && Player.GetComponent <MovementController> ().lockTarget == true && Distance >= 50 || PlayerStatus.EnemyNear.Count == 0) { LockOff(); Player.GetComponent <MovementController> ().InBattle = false; CurrentTarget = null; PlayerStatus.LockCloset = true; } } } }
// Start is called before the first frame update void Start() { MainScript = Owner.GetComponent <EnemySet> (); }
public InitializeOverWorldEnemy(Vector2Int aSpawnPosition, List <Vector2Int> aPathToFollow, EnemySet aEnemySet) { m_PathToFollow = aPathToFollow; m_SpawnPosition = aSpawnPosition; m_Enemyset = aEnemySet; }
void Awake() { EnemyContainer = GameObject.Find("Enemy Set").GetComponent <EnemySet>(); // Подключаем контейнер с проттивниками interval = Camera.main.ViewportToWorldPoint(new Vector2(1, 1)).x; }